realistic behavioral model for hierarchical coordinated ... · abstract—in real-time strategy...
TRANSCRIPT
Abstract—In real-time strategy games, a large number of
units are continuously trying to reach their strategic goal while
following a long chain of commands, and trying to keep on with
strict multi-level hierarchies and adapting to changing
formation topology orders in accordance to situation state and
local environmental features. In this paper we present a real-
time model, capable of simulating the propagation of orders
through a long chain of command, starting at a brigade level,
down through 5 levels to individual units. Each unit, while
trying to satisfy the overall brigade goals, autonomously must
design its local optimum path, avoiding obstacles and
impassable terrain, through dynamic path refinement and
realistic steering behavior, while preserving minimal safety
distances and formations guidelines, according to tactical and
safety regulations, and staying in coherence with its local
formation and coordinated with whole hierarchy.
Index Terms—Multi-agent systems, hierarchical behavior,
crowd simulation, formation keeping.
I. INTRODUCTION
RMIES consist of huge numbers of units that are
formed into multi-level hierarchical structures that
follow the military rules for formations and movements. We
can consider the army as a large group comprised of sub-
groups, and every sub-group is a collection of other sub-
groups, until we reached the end of the hierarchy which is
the individual unit that can be a soldier, an armored vehicle,
a fighter, or a battleship. The brigade is made up of a group
of battalions, and the battalion is made up of a group of
companies, the company is made up of a group of platoons,
finally, the platoon is made of a number of individual units.
Commands are transferred to each group and sub-group
through the chain of commands sent from the group’s
Manuscript received July 10, 2012; revised July 12, 2012.
Abdulla M. Mamdouh is with Department of Computer Science, College
of Computing and Information Technology, Arab Academy for Science,
Technology & Maritime Transport (AASTMT), Misr El-Gadida, Cairo,
Egypt (Phone: +21227214675, +224934315; e-mail:
[email protected], [email protected]).
Ahmed Kaboudan is Lecturer Doctor at Department of Computer
Science, High Institute of Computer and Information Technology (HICIT),
Shorouk Academy, Cairo, Egypt, (Phone: +21002114631; e-
mail:[email protected], [email protected]).
Ibrahim F. Imam is Professor of computer science at Department of
Computer Science, College of Computing and Information Technology,
Arab Academy for Science, Technology & Maritime Transport
(AASTMT), Misr El-Gadida, Cairo, Egypt (Phone: +21222242929; e-mail:
[email protected] , [email protected]).
leaders. Those commands propagate through a network that
connects the leaders with their units. At every level of the
hierarchy, the group at this level tries to keep coherent to his
behavior.
It is a big challenge to model a 3D virtual environment
that simulate in real-time the movements of armies with the
previous mentioned complex structures and constraints, as
this type of models has a strong relation to many fields of
computer science like artificial intelligence, computer
graphics and robotics. In this paper we model a system that
simulates the movements of complete brigade of tanks in
different regular and combat situation on arbitrary terrain
topologies, while designing our algorithms and techniques
to cope with real-time applications requirements. We deal
with the following problems in this paper:
• Modeling multi-level hierarchical autonomous
steering behavior for group of tanks with target seeking,
avoiding obstacles and neighbors.
• Compounding formations distributed on the
groups and sub-groups to the leaves units while keeping
coherent with each other group during the movement. The
formations follow a set of arbitrary military rules.
The crowd simulation is a topic that was investigated
since the 1980s when the Reynolds introduce the boid
system to model the motion of flock of birds, herds and land
animals or a schools of fishes[3].Many problems are
encountered when simulating a group of moving entities.
For instance, predicting the future collision with obstacles
and trying to avoid them, avoiding collision with moving
neighbor units, also passing through narrow corridors is a
very important issue. These problems should be dealt with
while taking into consideration the alignment, velocity and
keeping the coherence of the group. We will be using the
vehicle as the individual unit.
The formation conservation is a very interesting topic for
crowd simulation and multi-robot system. It has wide usages
in the military applications as almost all movements are
restricted with special formations rules that are designed to
increase the probability of hitting the targets and enemies
and it also reduces the rate of destruction of the formatted
forces. In addition it is used to increase the range of vision
of the group in tactical movements. Many issues should be
considered with moving formation groups like the effect of
obstacles that distort the group formations. Dynamic
switching, which mean changing the formation styles during
the movements, also increases the complexity of the
Realistic Behavioral Model for Hierarchical
Coordinated Movement and Formation
Conservation for Real-Time Strategy and War
Games
Abdulla M. Mamdouh, Ahmed Kaboudan, and Ibrahim F. Imam
A
IAENG International Journal of Computer Science, 39:3, IJCS_39_3_03
(Advance online publication: 28 August 2012)
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problem.
In our model we are mixing the crowd simulation with a
formation that is composed of sub-formations distributed
among a multi-level of hierarchy of brigade structure. The
brigade hierarchy, is composed of battalion, companies,
platoons sub-groups respectively and end with tanks, which
represent the virtual autonomous agents. These virtual
agents have different level of autonomy. They behave
according to the distributed orders and organized with
standard formation which is distributed among the multi-
level tree structure of the groups while trying to follow the
internal behaviors that are fed to the agents through their
own sensors.
In contrast to crowd simulation, swarms, flocks and other
well studied mass units’ movements, which mainly try to
follow a path or goal, avoid obstacles and keep a
predetermined distance between each other, the movement
of military units is much more complex and involves many
planning and coordination decisions.
The top level of the hierarchy, the brigade in our case,
propagates strict goals down the chain of command. While
these goals should be followed by all units, real gaming
situations mandate some temporary deviations from the
planned goals. Then it is up to each sublevel to decide how
to manage the current situation, and re-plan a temporary
strategy to overcome this situation. The temporary change of
orders should then again broadcast to sublevels, until we
reach the individual unit, which is also should handle and
plan its movement according to the current situation.
Finally, all levels should recuperate its primary goal and
restore the movement accordingly. In this paper we will
implement our model, presented in previous paper [23], and
present a fully functional program portraying all the
forgoing concepts.
The rest of this paper is organized as follow. Section II
gives an overview of the related work for group movement,
coordinated movement with formation structure and
keeping, vehicles motion simulation and military movement,
including our contribution. The next section III discusses
our model to simulate a group of tanks movement with all
applied constraints like formation and coherence,
hierarchical structure and collision avoidance. Also present
the architecture model for our system and the techniques
used to implement the hierarchical behaviors. In section IV
we present the group movement and the types of movement
of group of tanks to achieve its tactical mission, also present
our techniques and approaches to implement that movement.
Section V discusses our techniques to implement the multi-
level hierarchical formation. Finally, in section VI we
conclude the paper and talk about future work.
II. RELATED WORK AND CONTRIBUTION
Reynolds [3] introduced one of the most common
approaches to simulate the group movements. He proposed a
boid-model that simulates the non-colliding aggregate
motion which is created by distributing the three basic
behaviors (coherence, alignment, and separation) to his
flock, herds, and schools. Reynolds inspires his approach
form the particle system [6]. This model use local rules for
individual to make the flock be together and avoid collision
with each other and with other objects. In 1999 Reynolds [4]
extended his technique to simulate in real-time the steering
behavior of autonomous agent and combining the basic
steering behavior to achieve more complex behavior for
movements. Then he implemented the crowd simulation of
thousands of agents moving on the PS3®
platform using the
new parallel architecture where he used the spatial hashing
for space partitioning and for optimizing the performance
and accelerating the crowd simulation [5].
Another approach used for modeling crowd simulation is
based on continuum perspective rather than per agent-
dynamics. This approach proposed by Hughes [7] for
modeling crowd motion using a potential field function.
Treuille [8] developed the Hughes model to integrate the
global planning and local collision avoidance to simulate the
motion of large crowds without needing for explicit
collision avoidance.
In robotics, there are many multi-robot system researches
for modeling the motion of groups of robots. Li [9] proposed
a centralized path planner based on spherical tree hierarchy
structure that supports dynamically grouping of robots.
However, this approach just reduces the inter-robot collision
and does not guarantee the coherence of the group of all
robots.
Kamphuis [10] created a method to keep the coherence of
groups during movements. This approach is designed to
generate a single path as a backbone to a corridor using the
clearance algorithm along the path. This guarantees the
TABLE I
COMPARISON BETWEEN DIFFERENT TECHNIQUES [17] [23]
Formation Coherence Narrow
passages Performance
Hierarchical
behavior Individual type in crowd
Pottinger [12], [13] Always No Natural Excellent No Character
Balch [14] Always No Not informed Excellent No Virtual robot
(motor-based)
Li [9] Always No Not-natural Excellent No Virtual robot
(humanoid)
Kamphuis [10] No Always Not-natural Excellent No Character
Berg [21] No No Not-natural Good No Character
Silveira [17] Yes
(configurable)
Yes
(configurable) Natural Good No Character
Our Technique
Yes
(configurable)a
(multi-level)
Yes Natural Goodb
Yes
(multi-level) Vehicle
aConfigurable formation in our techniques means that the group can follow the new formation presented by its commander while moving and also the
formation can be changed at every time the group decides to move with or without any constraints. bParallel implementation is planned for future work.
IAENG International Journal of Computer Science, 39:3, IJCS_39_3_03
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coherence of the group as all the units can move inside the
corridor without splitting by the cluttered environment.
Although this technique keeps the coherence but lacks
formation, collision avoidance, and it is not applicable for
large number of units.
Almost all group motion animations are modeled for
organics like humans, animals, birds and fishes and for
multi-robot systems. Jared [11] present a method for
autonomous interactive vehicles moving in 2D and 3D
environments such as air, water, and land. This system
combines the steering behavior including seek, pursue,
avoid collision, and flee with real-time path planning.
Pottinger [12], [13] proposed a coordinated movement
model with predefined formation supporting collision
avoidance of a group of units to be used in real-time strategy
(RTS) games. However, his technique does not support
dynamics switching, or scalable formations. Balch [14]
designed a new approach to arrange multiple robots in
geometrical formations using a new class of potential
function while moving toward a goal position and avoiding
collision with obstacles. The potential function generates
many types of forces; one is used to force the robots to
move toward the attachment sites that are located around the
robot while other one is used as repulsion force from the
center of obstacle to make a robot go away from obstacle
during the movement toward the goal.
Musse and Thalmann [1] proposed the ViCrowd model to
simulate a hierarchical crowd structure and distributed the
behaviors through three levels of the crowd, composed of
groups and agents with different degree of autonomy.
Boccardo [2] developed a framework called Massive Battle
that simulate the coordinated movement of the soldiers
grouped in the platoons that are marching along a path and
engaging in a combat. The system also presents the courage
factor of the soldier during fighting.
Trevisan and Dapper [15], [16] using the boundary value
problem (BVP) which is a class of potential differential
equation (PDE). Trevisan used this technique to allow
robots to navigate and explore the unknown environment,
Dapper used the technique to steer synthetic actors to move
while avoiding the collisions and attaining goals. Silveira
[17] extended the Dapper (BVP) approach to manage the
movement of a group while keeping the formation with any
desirable shape and preserve the configurable coherence of
the group that can handle the collision avoidance with
obstacles. They implemented this approach to work on
multi-core CPU and GPU.
Mamdouh [23] proposed the new model to handle these
previous problems while applying the formation and the
coherence of the coordinated groups on multi-level
hierarchical structure following arbitrary organization of
armies. The system is modeled using a rule-based multi-
agent system to achieve the required intelligence of the final
movement of individual units. Table I was modified form
the original version [17] to show our techniques. It
compares between previously presented techniques with
ours considering the formation conservation, coherence
keeping, crossing from narrow areas, hierarchical behavior
distribution, the performance and the type of individual unit
used by group. Table II based on [25] and the modified
version [1] which presents various approaches used in the
crowd simulation modeling and compare between our
method with others based on the structure of the group,
number of individuals in the crowd, the level of intelligence
of the output behaviors, using of physics in the simulation,
types of collision avoidance, and the style of controlling the
group behaviors.
III. SIMULATION MODELING
As we show in Fig. 1, which presents the flow of data that
is used to simulate the group of tanks formed into
hierarchical structure of the military standard. In real-life as
well as in our system, the commander of operations inter the
global path on the passable area on the presented map while
he neglect the small detail like any obstacles that can be
TABLE II
VARIOUS APPROACHES USED TO MODEL CROWD BEHAVIORS [25] [1]
Method Particle
Systems
Flocking
Systems
Behavioral
Systems
Our
Methods
Structure Non-
hierarchical
Levels:
flock,
agents
Can
present
hierarchy
Multi-level
of
hierarchy
Participants Many Some Few Some
Intelligence None Some High High
Physics-
based Yes Some No Some
Collision Detect&
respond Avoidance Avoidance Avoidance
Control
Force
fields,
global
tendency
Local
tendency Rules
Predefined
behaviors
and Rules
Fig. 1 Flow of data of group movement with hierarchical structure[23].
IAENG International Journal of Computer Science, 39:3, IJCS_39_3_03
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trees, buildings, big stones and rocks. During the simulation,
the commander will create a global path by selecting a
sequence of multiple points on the grid-based map. The line
segments that connect these points will form the global
path. We will call these connection points as checkpoints.
These checkpoints are a 3D positions plotted on the terrain.
The group of units will consider the sequence of these
checkpoints as targets that will be reached sequentially one
after the other. When the group reaches a target checkpoint,
the next checkpoint will be the new target position that must
be followed by the group. And that is done until the final
checkpoint is reached.
There are many forces that applied on the group to
achieve the desired intelligent movement of group. Global
path following forces coordinate the group to move on the
path while the multi-level hierarchy formation forces
applied to make the group keeping its formation and be
coherent, for more details about the formation see section
[Formation]. Obstacle avoidance forces make the individual
tank in the group move away from the obstacles that were
not included during the global path creation. Obstacles are
detected by virtual vision sensors that are attached to each
tank agent. Tanks avoid the collision with each other by
using the neighbor collision avoidance forces generated by
using the virtual vision sensors. The virtual agents that
coordinate the movements of tanks use a pre-defined rule-
based approach to select or mix the appropriate forces
according to the current situation to pass forces to vehicle
steering system to generate the tanks motions.
Commander tank agents can send orders to individual
tanks through a virtualized network that is structured in a
hierarchical topology that follows the structure in Fig. 2.
This topology forces the flow of commands to be directed to
specific agent(s). Also it allow individual tank agent to
communicate with its leader without conflicting with other
leaders.
The group of tanks is coordinated by the global movement
strategy which controls the type of the current movement
methodology. This global movement strategy describes the
behavior of the group movement by changing the formation
and the style of movement which is achieved by converting
the global goals and internal targets for each agent. These
movement strategies are controlled by a finite state machine
[18]. See Fig. 4 to see the state machine that controls the
global movement strategy. Vehicle steering behavior system
receives the final force vector after applying the rules of
intelligent movement like following formation and avoiding
collision with obstacles and neighbors. This vector is used to
generate the final velocity of the tank using the steering
behavior introduced by Reynolds [4], [19], [20]. We choose
to use and adapt the steering behavior as it has a good
performance for computing physically-based model of a
simple moving vehicle. Finally this approach generates the
new orientation of the tank which is used to update the
Fig. 2 Hierarchy structure of brigade.
A Platoon is composed of three tanks, a Company is composed of three
platoons plus the company’s leader (10 Tanks), a Battalion is
composed of three companies plus the battalion’s leader (31 Tanks),
finally a Brigade is composed of three battalions plus the brigade’s
leader (94 Tanks).based on NATO symbols [22] [23].
Fig. 3 Architecture model: static structure for the system components.
IAENG International Journal of Computer Science, 39:3, IJCS_39_3_03
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position in real-time loop. At the last stage in our simulation
we adapt the orientation of the tanks on the terrain
topography and then link the result data with the 3D
graphics engine to visualize the result.
Fig. 3 show the static structure of the architecture model
of our system. It contains the major components that
compose the system. IStrategy component encapsulate the
three type of global movement strategies. Hierarchical thre
component contains the ternarty tree data structure that used
to model the hirarchical structure to use for comunication
between the agents and formation creation for multi-level
groups and sub-groups. The group controller is the virual
agent that control the sub-group behaviors. Formation
manager encapsulate the functions that handle the fomration
creaion and control the movement of target formation
points, see section [Formation] for more details. 3D
environemet component includes the global path that will be
followed by the whole group and the terrain manager that
used to handle the terrain information. Finally the virtual
agent is the compononet that describe the individuals in the
group which is composed of the tank agent with the steering
behavior and the vision sensors that used for avoiding the
collision with dynamic and static objects.
A. Hierarchical Structure
To map the hierarchical structure of the military to be as
shown in figure we create a tree data structure called ternary
tree. The ternary tree contains exactly three child nodes for
all nodes in the tree. This tree helps us to map the presented
military model which involves three subordinates for each
commander at each level. We use nodes to encapsulate the
adjacent individual tank in the brigade, the formation of the
subordinates and the target position that should be followed
by the tank to achieve its goal and following the formation,
see section [Formation]. The edges in the tree force the
group to be organized and subdivided into sub-groups to
follow the hierarchical structure while determining the
virtualized network topology to be used to carry the order
messages from leaders to the subordinates. This model
allows controlling the sub-groups behaviors directly by
sending a direct message to node which encapsulate the sub-
group leader and then broadcast the order message to
subordinates respectively.
B. Hierarchical Behavior
Our model supports multi-level of group controlling by
using a group controlling agent to control the whole group,
multi-level sub-groups, and the individual agent tanks.
Whole group is controlled by distributing the global
movement strategy to all tanks. The group controlling agent
can create the sub-group controller and assign the specific
behavior to it and determine the new goals and sub-group
leader. The sub-groups are controlled to change the
movement direction, speed, and status from moving to
stopping. The sub-group controller can divide again into
new sub-group controller in different level which supports
the multi-level of hierarchical behavior. Each sub-group
split to move as a separate group following another specific
goal while keeping the group coherent. That is done after
receiving an order from its commander.
Fig. 6 Opening and spreading movement sequence.
Fig. 5 Hierarchical behavior structure of the model.
Fig. 4 Global strategy state machine.
IAENG International Journal of Computer Science, 39:3, IJCS_39_3_03
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At the end, the individual tanks execute the global
movement strategy by using the steering behavior [4] with
individuals’ goals that form the global movement strategy.
Also individual tank use the attached rules to automatically
avoid the collision with obstacle and neighbor tanks while
keeping the formation and coherent. See Fig. 5 that show the
hierarchical behavior distribution for multi-level structure.
IV. GROUP MOVEMENT
We define the group based on Musse and Thalmann
definition [1] as a collection of similar entities that behave
coherently to achieve a common goal in the same virtualized
environment. We consider the army as a large group
composed of a hierarchical tree structure as shown in Fig. 2.
In our model we simulate the movements of group of tanks
collected as a full brigade. The movement of the tanks can
be split into three types. The first type of tank movements is
for transportation, used when a group of tanks needs to
move from current position to another target position
without any enemy engagement. In this case the group
moves in queue formation following his leader. The second
type of movements occurs when the group change its status
from queue formation to opening by spreading and each
tank tries to move toward specific direction to become in a
fighting formation and this is done down through each level
within the hierarchy in the group through many sup-phases.
The last movement type is the movement for engagement. In
this situation the group moves in a multi-level hierarchical
formation that allows individual tanks to better engage with
the enemy in different formations according to the combat
situation.
A. Transportation Movement
As we mentioned before, we need the transportation
movement to move a group from one place to another. That
happens without engagement at any combat. In this type of
global movement strategy the tanks are queued into line
formation to move on the global path. Each tank in the
platoon group considers the front unit as a target to follow,
while keeping a pre-configured distance between them. At
the next level of the hierarchy, the first tank in the company
group tries to keep the specific distance from the last front
tank in the front company. This is repeated in each level in
the battalion and brigade.
Each agent in the group uses the following rule to keep
the fixed distance between each other. This rule forces the
agent to slow down its speed when the distance between the
tank and front tank is less than the pre-defined specific
distance and increase the speed when the distance becomes
larger than the specific distance.
B. Opening and Spreading Movement
This type of movement represents the transition phase
between the transportation movements and the engagement
movements. In these strategic movements the hierarchical
sub-groups will split and change their directions through
many phases to achieve the final desired formation and be
ready to engage in combat according to specific situation.
Each stage bounded by two opening lines: lines
perpendicular to the global path. The first opening line
determines the position and the group level in the hierarchy
that should be starting to split, changing the direction of its
sub-groups. The second opening line contains the target
positions that should be followed by the divided groups.
These target positions follow the desired final formation of
the brigade. This formation leads to setting the target
positions to the final opening line. Group splitting follows
the following strategy: the brigade is divided into three
battalions while each battalion moves toward a specific
direction. The same operation occurs sequentially with each
sub-group starting form battalions, companies, platoons and
ending with individual tanks. To achieve this movement
behavior, each tank leader starts to change his direction by
following the new target on the second opening line in his
stage. The rest of the tanks belonging to its group follow
their leader in the queue formation with the same movement
behavior as described in the transportation movement
section. See Fig. 6 that show the steps of the opening and
spreading movement.
C. Engaging Movement
In this strategic movement, the group of tanks is moving
in a specific formation that is distributed through multi-level
hierarchy structure. Tanks try to follow the global path
while it keeps its formations. In all three types of
Fig. 7 Some platoon formations [23].
Fig. 8 Battalion formations [23].
IAENG International Journal of Computer Science, 39:3, IJCS_39_3_03
(Advance online publication: 28 August 2012)
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movements the individual units rely on internal rules to
avoid collision with obstacles and neighbors while following
the global path and keep the coherence of the group.
V. FORMATIONS
As mentioned earlier, the formation of the units is crucial
for military movements. It is used for achieving tactical
goals during engagement by increasing the effectiveness of
fighting units. Our model supports the formation through the
hierarchical multi-level structure. This means that formation
is composed of sub-formations, and the sub-formations are
composed of other sub-formation as shown in Fig. 9.There
are many types of formation at every level in the hierarchy
of military structure. The platoon formation can be arranged
in six types of formations, as shown in Fig. 7. At the
battalion level there are four types as we can see in Fig. 8.
Fig. 9, shows a battalion formation composed of two
arrangement types while each company in the battalion is
composed of three platoons. The top left company in Fig. 9,
shows the three platoons formed from left to right into right
flank, wedge, and vee formations.
Our approach to keep the formation during movement is
inspired from the carrot and stick principle. In our model
there are target formation points organized into the form of
desired formations of the whole group and sub-groups. All
of this target formation points will move along the global
path and the tanks will try to follow this points. Every tank
will be attached to specific target point within its group
formation.
This technique supports the dynamic switching between
any types of formation without the need of extra logic, e.g.
as when we change the formation of any group which leads
to changing the corresponding target formation points which
in turn leads the tanks to follow the new position of target
formation points.
We solved the problem of crossing through narrow area
by adding two wing sensors for detecting the obstacles at the
left and right edges of the platoon. When both sensors detect
forward obstacles at the same time, the platoon will change
its formation to line formation and use the same technique in
the transportation movement to be queued while moving, as
shown in Fig. 10. After the platoon passes from the narrow
area it returns back to its original formation again. This
technique ensures the passing between any obstacles and
avoids neighbors from collision while the motion is very
natural.
A. Formation Creation
To create the desired formation the user must provide the
target formation for each group at each level through the
hierarchy. Then each tank at each group will be assigned to
only one target formation point. We use a ternary tree data
structure to set the target formation point positions. That is
done by traversing the tree breadth first and at each node the
algorithm reads the current node formation and assigns the
relative positions for target formation points to the children
nodes.
B. Formation and Coherence keeping
Every tank has a three speed state (normal speed,
maximum speed, and minimum speed).We use a rule-based
behavior that is built in our code to maintain the cohesion
and formation of the group during movements, and forcing
each tank to follow its target formation point. Then using
the following rules is that if the tank becomes too close or
too far from its target formation point, due to imposed
situation, the rules tries to decrease or increase the speed,
using variable threshold acceleration, but always respecting
the minimum and maximum defined speeds of the specific
tank type. Show the Fig. 11 to see the formation and
coherence keeping while moving and avoiding the collision.
VI. CONCLUSION AND FUTURE WORK
We presented a model to simulate in real-time the
movements of group of military vehicles (tanks) using rule-
based multi-agent system, which is suited to model the
behavior of the group and make the movements more
natural in 3D virtual environment. Our model is mixing the
global path following with local steering behavior to
achieve final group movement. Another contribution of our
work is the modeling of multi-level hierarchical structure
and the distribution of intelligent movement behavior and
formation conservation through this structure while keeping
the coherence of groups. Our model supports dynamic
switching between formations according to strategic
situations, while avoiding collision with neighbor units and
obstacles. We investigate the simulation of group movement
through three types of global movement strategies:
Fig. 10 Platoon passing through narrow area [23].
Fig. 9 Battalion multi-level hierarchical formations [23].
IAENG International Journal of Computer Science, 39:3, IJCS_39_3_03
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transporting, spreading, and engaging movements of the
group.
We use the Unity3D [24] as a graphics engine to
implement a visual part of our system. Also we used the
OpenSteerDotNet library [20] which is the port version of
the OpenSteer library [19] to generate the basic steering
behaviors. We test our model on an off-the-shelf PC: intel®
i5-2500 3.2 GHz, 8 GB RAM, GeForce 465 GTX with 1GB
RAM. The system can handle the behaviors of the full
brigade - as we described before - with around 100 units of
tanks on an interactive frame rate (230) FPS (frames per
second).
For future work, we plan to enhance the performance
through parallel implementation of our algorithms.
ACKNOWLEDGMENT
The authors are grateful to Mohammed Mamdouh and
Eid Samy for valuable help and to the anonymous reviewers
for constructive criticism.
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Fig. 11 Formation keeping (a) Company in the final three arrangement formations and the formations of platoons from left to right are (left flank, line,
and left flank); (b) The tanks follow the global path and avoiding the collision with obstacles while trying to keep the formations and be coherent;
(c) Tanks following its target formation points.
IAENG International Journal of Computer Science, 39:3, IJCS_39_3_03
(Advance online publication: 28 August 2012)
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